Age of Wonders III

Age of Wonders III

Return Of Wonders - Spheres and Spells
ElJoe  [developer] 7 Nov, 2021 @ 11:33pm
Spells
Major additions (specialties):
Removal:
Shadowborn specialty was removed entirely

Added:
Blood Magic Adept, Master and Deity. Deity class of Air, Fire, Earth, Water, Destruction, Creation, Wild, Grey, Torchbearer (peacekeeper). Explorer, Expander and Partisan spells/ upgrades.

Specific spells per specialty:
Each Deity specialty has gotten a Mastery skill to research, which each grants 2 spells (a node conversion for all unoccupied nodes and a unit enchantment). These are 10 x 2 spells (for instance Fire Deity grants Fire Node conversion)

Air (Tailwind, Haste Domain, Slow Domain, Ice Storm, Air Mastery (grants node conversion spell and unit upgrade spell)

Fire (Mirage: Produces fake item to lure enemy, Mass Fireball, Ring of Fire, Wild fire (strategic map), Arson (City attack spell for strategic map), Fire Mastery)

Earth (Tunneling: converts undiggable into diggable and diggable into tunnels, Quicksand: Slows single unit each turn during battle, Domain of Earth (likes mountains and underground), Raise terrain, lower terrain, Earth Control (units get mountaineering and cave crawling), Hands of Stone (to be added, add wall crushing), Earth mastery (unit spell and node conversion).

Water (Summon lurker: Currently unlinked, Flash Flood (strategic damage spell), Acid Rain (damages units on tactical map each turn), Destruction (Carrion bird, surplus to requirements: pikemen, irregular and infantry get explosive death, Evil Woods (damages and slows on strategic map, creates a forest), Raze structure, Destruction Mastery)

Creation (Cleanse lands was updated with new structures, Summon unicorn, Condemn killing, Back to nature: Converts industrial income structure into something more natural, Holy woods (strategic damage, woods), Creation Mastery, Mass bless)

Wild Magic (Convert to Wild Node, Warp speed: Randomly slows or hastes units, Chameleon skin, Reckless transformation, Summon elemental (random), Metamorphosis (converts random friendly unit each tactical turn), Cosmic malady, Wild Mastery.

Grey Guard (Convert to Obelisk of balance, Champion of neutrality: Tactical spell, dispassion, mercy killing: kills all units with <10 hitpoints on tactical map, Beyond good and evil, Cardinal culling, Grey Mastery)

Blood Magic (Convert to Blood Node, Summon Imp: unlinked, gift of blood: grants 10 hitpoints when certain unit dies, leech: damages target and restores caster, blood sacrifice, Servant of blood, Embrace blood, Corpse Study, Drenched in blood, Grace of blood: Sacrifice for morale, Iron in the blood: all bleeding, all increased damage, Power of blood: sacrifice for decrease of casting points of enemies, Boiling blood, Pact with the Demon: Sacrifice for unit, Blood mastery)

Torchbearer (Convert Node, Swords to Ploughs, Greater Good, Altruism, Sacred Wrath, Torchbearer mastery)

Expander (Fast builder: Builds structures and cities in 1 turn, circle the wagons)

Explorer (Travel Light, HitNRun, Herbalism: Can convert blueberry fields into haste berries and so on)

Partisan: Close to Home, Familiar Ground

Avatar/ all: Upgrade structure from Start

In general master specialties start with their node conversion spell and often a certain bonus. Nearly all spells were changed slightly. This mod does not add units and the summon spells are there as a template for the additional mods. This means these are not linked yet properly.

The new class (Blood Magic) is very battle and tactical combat focused.